The Reaper
You have made a pact with a mysterious being calling itself the Reaper. A hooded being with a skeletal face. This being gives you great power, in exchange for one thing. To help it harvest souls and send them to the afterlife. The being does not care what souls the Warlock sends to the afterlife, only, that they are souls of alive, or undead creatures that still have a soul lingering around in the world of the world, like Liches.
Grim Reaper Expanded Spell List
Spell Level
Spell
1st
Hunter's Mark & Inflict Wounds
2nd
Magic Weapons & See Invisibility
3rd
Haste & Speak With The Dead
4th
Greater Invisibility & Staggering Smite
5th
Destructive Wave & Dispel Evil and Good
Harvester's Weapons
Starting at 1st level, you gain proficiency with Scythes and Great-Scythes as well as medium armor.
Your patron, has also granted you the ability to enhance your attacks made with your scythe or sickle. When you make an attack roll using a scythe, a great-scythe or a sickle, you can use your Charisma Modifier for the attack roll and damage roll of that attack, instead of your Strength.
Soul Reap
Starting at 1st level, as a novice soul harvester, your patron has granted the ability to strengthen yourself, when you harvest the soul of a creature.
When you kill a creature that has a soul, you gain advantage on your next attack made with your weapon.
Additionally, you can mark a creature as a Bonus Action. The marked creature takes an additional 1d6 from your weapon attacks once per turn. The creature is marked for 1 minute or until it dies. If it dies, you can transfer the mark to another creature.
You can have 1 creature marked at a time and you can only benefit from this feature, an equal amount of times, equal to your Charisma Modifier. You regain all uses after you finish a long rest.
Reaper's Prey
Starting at 6th level, your deeds as a soul harvester have been noticed by your patron. You can use your bonus action to mark a creature, that has a soul, you can see and that is within 30ft. of you. For the next 1 minute, you can deal an extra 1d8 necrotic damage to that creature. If you kill the marked creature, you can regain 1 spent spell slot.
You can only have one creature marked at a time, and you can only use this feature an equal amount of times, equal to your Charisma Modifier. You regain all uses after you finish a long rest.
| Spell Level | Spell |
|---|---|
| 1st | Hunter's Mark & Inflict Wounds |
| 2nd | Magic Weapons & See Invisibility |
| 3rd | Haste & Speak With The Dead |
| 4th | Greater Invisibility & Staggering Smite |
| 5th | Destructive Wave & Dispel Evil and Good |
Harvester's Weapons
Starting at 1st level, you gain proficiency with Scythes and Great-Scythes as well as medium armor.
Your patron, has also granted you the ability to enhance your attacks made with your scythe or sickle. When you make an attack roll using a scythe, a great-scythe or a sickle, you can use your Charisma Modifier for the attack roll and damage roll of that attack, instead of your Strength.
Soul Reap
Starting at 1st level, as a novice soul harvester, your patron has granted the ability to strengthen yourself, when you harvest the soul of a creature.
When you kill a creature that has a soul, you gain advantage on your next attack made with your weapon.
Additionally, you can mark a creature as a Bonus Action. The marked creature takes an additional 1d6 from your weapon attacks once per turn. The creature is marked for 1 minute or until it dies. If it dies, you can transfer the mark to another creature.
You can have 1 creature marked at a time and you can only benefit from this feature, an equal amount of times, equal to your Charisma Modifier. You regain all uses after you finish a long rest.
Reaper's Prey
Starting at 6th level, your deeds as a soul harvester have been noticed by your patron. You can use your bonus action to mark a creature, that has a soul, you can see and that is within 30ft. of you. For the next 1 minute, you can deal an extra 1d8 necrotic damage to that creature. If you kill the marked creature, you can regain 1 spent spell slot.
You can only have one creature marked at a time, and you can only use this feature an equal amount of times, equal to your Charisma Modifier. You regain all uses after you finish a long rest.
Avatar of Shadows
Starting at 10th level, your connection with your patron has grown even more, thus, allowing you to summon one of its minions to aid you in battle. As a bonus action, you can expend a spell slot and summon an an avatar of shadows from your own shadow. The Avatar of Shadows looks like a shadowy medium humanoid creature, of which its exact looks you can customise. It has its own statblock, that's listed below, and takes its turns in combat right after your turn ends. The shadow stays summoned for 1 minute or until its Hit Points are reduced to 0, after which, it disappears.
If the Shade is within 5ft. of you, you deal an extra 1d6 damage when you hit a creature, with a scythe, great-scythe or sickle.
Avatar of Shadows
medium humanoid, same as yours
- Armor Class 10+your Charisma
- Hit Points 10+your Warlock level times 5 (the Avatar of Shadows has an equal amount of Hit Dice as yours, which are all D8s)
- Speed Speed
STR DEX CON INT WIS CHA 10 (0) 14(+2) 16 (+3) 3 (-4) 10 (0) 18 (+4)
- Saving Throws WIS +0 plus PB, CHA +4 plus PB
- Skills Stealth +2 plus PB
- Damage Resistances Necrotic, Psychic
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 120 ft., Blindsight 10ft.
- Languages understands the languages you speak
- Proficiency Bonus Equal to yours
Actions
Shadow Scythe Melee Spell Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 1D8+your Charisma Modifier slashing damage
Shadow Blast Ranged Spell Attack: your spell attack modifier to hit, Reach 120ft., one target Hit: 1d10 force damage
The Reaper's Avatar
Starting at 14th level, your patron has recognized you as an official soul harvester in its ranks, granting you even more power. At the start of your turn, if you have your shade from your Avatar of Shadows feature summoned, you can fuse with it, to take on a new hybrid form, that has your traits and the shade's traits mixed together. This new form you take lasts for 1 minute, or until you are knocked unconsious.
While in this fused form, all of your attacks deal an extra 2d6 damage, and as a bonus action, you can teleport next or behind a creature that you have marked with your Reaper's Prey feature.
You can only use this feature once per long rest.
Reaper's Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Scythe | 15 gp | 1d8 Slashing | 3 lb. | Versatile (1d10) |
| Great-Scythe | 50 gp | 2d6 Slashing damage | 6lb. | Heavy, Two-Handed |
Credit to the Artist
Art for the Reaper art used in this subclass.